/*
 * Copyright (c) 2012 Johan Fylling
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights 
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

part of engine;


class PointParticleSystem extends ParticleSystem {
  Particle _particle;
  num      _angle = 0;
  
  PointParticleSystem (num mass, [Vector2 position, num this._angle=0.0]) {
    this._particle = new Particle(mass, position != null ? position : new Vector2(0, 0));
    addParticle(this._particle);
  }
  
  num get angle => this._angle;
  
  void set angle (num angle) { this._angle = angle; }
  
  num get mass => this._particle.mass;
  
  void set mass (num mass) {
    this._particle.mass = mass;
  }
  
  num get massInv => this._particle.massInv;
  
  Vector2 get position => this._particle.position;
  
  void set position (Vector2 pos) {
    Vector2 delta = velocity;
    this._particle.position = pos;
    this._particle.positionPrev = pos - delta;
  }
  
  Vector2 get velocity {
    return this._particle.position - this._particle.positionPrev;
  }
  
  void set velocity (Vector2 vec) {
    this._particle.positionPrev = this._particle.position - vec;
  }
}
